Certain Aspire-style maps impossible to pass on lazer without NF
Type
Game behaviour
Bug description
Some maps, for example Hellblinde - The Solace of Oblivion [Aspire], are impossible to pass on lazer without using NF, Autoplay and Classic mods also fail and Classic mod replays go to 0 health, but continue to the end.
Screenshots or videos
https://github.com/user-attachments/assets/b3fc00df-0793-40b8-9eba-62a3307f5c1b
Version
2024.1009.1
Logs
stable doesnt look like it drains health for when it misses a tick, but.
case HitResult.SmallTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
case HitResult.LargeTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
seems by looking at lazer's code, tick misses drain health. havent tested it yet, but im most likely guessing that it fails so quickly because the slider ticks goes out the gamefield (plus the drain)
after comparing between lazer and stable, the most likely reason would seem to be the BPM limit inside lazer (10000 i think?) making the sliders extremely long compared to stable, where they are practically 0 in length.
Related: https://github.com/ppy/osu/issues/29661#issuecomment-2373572210
Just as a note that if such high BPM values are patched, it would affect the Unseen Heights hush-hush medal which relies on web sr as stable (pre- big lazer sr update) values those maps around 6-8* without the extremely high slider tick sliders that always fail the player.
Should this even be fixed? Didn't peppy say that aspire maps are not gonna be fixed?
This issue is not related to slider ticks draining HP. Slider ticks drain HP on stable aswel. The issue is that the distorted sliders generate slider ticks in lazer, while they do not in stable. This appears to be related to the 10000BPM cap.
In stable, the sliders have 0 length, and as such, no slider ticks are generated.
In lazer, the sliders are considerably longer, and slider ticks are generated. Missing these erroneously generated slider ticks will cause you to fail.
If we lower the BPM to 10000 in stable, the sliders become longer and slider ticks are now generated, and the map becomes impossible to pass, as in lazer.
I don't know if this should be fixed globally, but I think that allowing uncapped (or very close to) BPM via a toggle in the classic mod would be a reasonable compromise. I think it's also worth mentioning (as it was brought up in the aforementioned PR) that not generating slider ticks above a certain BPM, while not entirely accurate, would allow for reasonable compatibility without actually requiring full support for the same BPM as in stable. That does seem a bit hacky, but I think it's a reasonable compromise. If star rating and/or medals are a concern, I'd be fine with having an unranked 'compatibility mode' mod for this small subset of maps.